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SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Phenomenological simulation of brooks
Proceedings of the Eurographic workshop on Computer animation and simulation
Particle systems—a technique for modeling a class of fuzzy objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2005 Papers
Realistic and interactive simulation of rivers
GI '06 Proceedings of Graphics Interface 2006
Efficient animation of water flow on irregular terrains
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Animation of open water phenomena with coupled shallow water and free surface simulations
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Curl-noise for procedural fluid flow
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 papers
Computer Animation and Virtual Worlds - CASA' 2009 Special Issue
Real-time simulation of large bodies of water with small scale details
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Feature-based vector simulation of water waves
Computer Animation and Virtual Worlds
Markov-type velocity field for efficiently animating water stream
The Visual Computer: International Journal of Computer Graphics
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In this paper, we propose a hybrid (physical-stochastic) model of surface element (surfel) fluctuations for the visual simulation of an endlessly running water surface. This model comprises two main phases: preprocessing and endless animation phases. First, we simulate a physics-based method for a specific period of time during the preprocessing phase. We construct a stochastic vector field in the simulation, referred to as a Markov-Type Vector Field (MTVF), using only the surface values of the fluid flow. Next, we import the MTVF data into the main endless animation phase and create a surface fluctuation animation by surfels and temporary velocity field modeling of the MTVF using a random sample. In our approach, the surfel edges that cover the fluid flow domain are transferred simply via a temporary single velocity and the new flow surface is determined directly based on their positions. MTVF allows us to generate a water surface animation endlessly in real time without the time-consuming processes of solving the corresponding physical equations. We describe the MTVF construction method and the endless surface animation steps, as well as present the results of experiments that demonstrate the plausibility of our method.